Figure 18-25 Figure 18-26: When you render this time, what you see is a “whole other story.” Every point in the object is handled as a HyperVoxel particle!. HyperVoxel “Sprites”Something
Trang 14 Back under the Geometry tab,
set the Blending Mode for both
nulls to Additive Then, under
Blending Group, you’ll need tocreate a new group Name this
group Mix, and set it as the
Blending Group for both nulls.
An <F9> shows that the twospheres now “blob” into oneanother! (Wherever the dashedlines representing the influences ofthe HyperVoxel surfaces, seen inFigure 18-16, come in contact withanother whose Blending Mode isalso set to Additive and which isalso a part of the same blendinggroup, the “surfaces” begin to
“reach toward” one another —behaving like a viscous liquid.)
Figure 18-18: An <F9> shows two different colored spheres
that slightly intersect.
Figure 18-19
Figure 18-20
Trang 2PC-Specific InfoSince we’re using Dented, PC results will vary from the results shown here, which are rendered on a Mac.
6 Clear your scene and load the Ground object from the companion
Voxel-CD
(Objects\Chapter18\Voxel-Ground.lwo) Move your camera in
so that it matchesFigure 18-23 and
then press <F9>
to do a test der Your resultswill look a lot likeFigure 18-24 Notvery interesting,huh?
ren-Figure 18-21
Figure 18-22: The HyperTexture actually affects the silhouette of the HyperVoxel surface You can see it smoothly blending into the left voxel, which doesn’t have a HyperTexture assigned.
5 How does the HyperTexture work with
HyperVoxel surfaces? For the Right
null, click to the HyperTexture tab, and
set its Texture to Dented, its Scale to
2.45, its Frequency to 0.605, and its
Texture Amplitude to –7% (Power and
Octaves should already be at 3 and 6,
respectively.) Set the Scale for all three
axes to 100 mm (See Figure 18-21.)
Trang 37 Bring up the HyperVoxels interface,
and activate HyperVoxels for
VoxelGround Then open the Presets
window and select the Rock library.
Double-click on Rocky to load its
set-tings onto your HyperVoxel object
When LW asks if you’d like to keep
your current particle size when loading
the settings for Rocky, click No since
after we load the settings, we need to
change Particle Size to 3 m anyway.
Set Size Variation to 5% (this will make
each particle deviate by a fixed-random
number of between +/– 5%)
(See Figure 18-25.)
8 Press <F9> to do another test
render While the render takes
quite a bit longer, the results
are well worth it Take a look at
the change shown in Figure
18-26
PC-Specific Info
The Rocky preset uses Dented as its
HyperTexture, so once again, this will
look different on a PC than what
you’re seeing here.
Figure 18-24: Doing an <F9> reveals pretty much what one would expect, given the scene in Figure 18-23.
Figure 18-25
Figure 18-26: When you render this time, what you see is a “whole other story.” Every point in the object is handled as a HyperVoxel particle! Because all these particles are in the same object, they all blend smoothly into one another.
(Scenes\Chapter_18\HV_Land-scape_ F.lws is the scene used to
create Figure 18-26.)
Trang 4HyperVoxel “Sprites”
Something you can do that greatly reduces
the time LightWave needs to render
Hyper-Voxels is to not render the whole volume
but to render only a “slice” of it LightWave
doesn’t need to calculate the whole volume,
only a tiny fraction of it — a plane that runs
directly through its center, always aiming at
the viewer (camera or viewport angle).
This is similar in its result to “mapping”
our explosion sequence onto the plane in
the last chapter, except LightWave takes
care of all the details for us All we need to
do is use the reduced HyperVoxel controls
to set how our sprite looks, and LightWave
does the rest!
1 Start with a new scene running at 24
FPS Set the End Frame to 120 (for
both the scene itself and within the
Rendering Options) Add a null, naming
it HV_Sprite Set its Y position to
800 mm Then, under the camera’s
Motion Options, set the camera’s
Tar-get Item to HV_Sprite To give us
something a bit more exciting in the
“background department,” under
Effects | Backdrop, activate ent Backdrop and set the Zenith
Gradi-Color to 20, 0, 47, the Sky and Ground
Colors to 98, 92, 169, and the Nadir Color to 176, 182, 200 (See Figure
18-27.)
2 Next, activate HyperVoxels for
HV_Sprite Bring up the presets for
HyperVoxels, and open the Generic library Double-click on Sand_Explo-
sion to load in its settings, changing its
Particle Size to 2 m and its Object Type
to Sprite When you check Show
Par-ticles, you get much more than a linear
representation of the voxel — you get a
real-time image of the sprite, complete with OpenGL transparency (See Figure
18-28.) (To increase the detail of thesprite, choose a higher resolution fromthe Sprite Texture Resolution pop-upmenu; this will impact your graphicsaccelerator, however.)
Trang 5Figure 18-28
Figure 18-29: A render of what we’ve done shows
us a “slice” of our voxel.
Figure 18-30
Trang 63 You can increase the quality of your
rendered voxel by increasing the
num-ber of slices (found on the Shading |
Basic tab) Comparing Figure 18-30
with Figure 18-29, there is a marked
increase in detail, and the render time
is still light-years away from the
lengthy render we would have were we
to set our Object Type to Volume
4 Now, let’s do something really cool
Under the Geometry tab, set the
Parti-cle Size to 20 m, the Stretch Direction
to Y, and the Stretch Amount to 4%
(this will “squish” our voxel down to
4% of its natural spherical shape along
the Y axis) You may as well deactivate
Show Particles, since the effect we’re
creating isn’t “captured” by the Show
Particles engine Under the Shading |
Basic tab, set Color to 200, 200, 200,
Luminosity to 100%, Opacity to 0%,
Density to 80%, and Number of Slices
to 1 Then, under the HyperTexture
tab, set Texture to Dented
(double-check that Scale is 4, Power is 3,
Fre-quency is 0.8, and Octaves is 6) Set
Noise Type to Gradient Noise (just a
different kind of “fractal engine” ering our Dented procedural texture)
pow-Set Texture Amplitude to 150%, ture Effect to Turbulence, and Effect Speed to 50%.
Tex-(Double-check your settings against the
above text and Figure 18-31 If your tings don’t match mine, your render won’teither.)
set-A render shows something that lookslike high-altitude clouds What we’ve done
is quickly fake volumetric ground fog (the
misty, wispy stuff thathovers in quiet hollows
on nights when the moon
is full) You can move
through this ground fog,
and you can set the fog’s
exact position above the
ground by positioning thenull It won’t “catch”shadows very well, but ifyou ever try “real” volu-metric ground fog, you’llappreciate the
Figure 18-32
Trang 7But wait! There’s more! If you act now
and render this scene to a movie, you’ll see
that you’ve not only created some nifty fake
ground fog, but you’ll see that this hack can
also be used to recreate the way clouds roil
in time-lapse photography! (Effect Speed is
the setting that controls the speed of the
roiling.)
Scenes\Chapter_18\HV_Sprite_
01_F.lws is the scene that created Figure
18-32 and the following movie: Renders\
Chapter18\RoilingClouds.mov.
1 Now, there’s something else
Hyper-Voxel sprites can do that is most
excellent Load in Scenes\Chapter_18\
HV_Sprite_02_Setup.lws to get us
ready to go with a null object “flying”
into frame from behind the camera
Figure 18-33
Figure 18-34
Trang 82 Activate HyperVoxels for the null Set
its Object Type to Sprite and its
Parti-cle Size to 400 mm, and check Show
Particles On the Shading | Basic tab,
set Color to 134, 201, 234, Luminosity
to 200%, Opacity to 100%, Density to
100%, and Number of Slices to 1.
Under the HyperTexture tab, set the
Texture to (none) (See Figure 18-34.)
3 I’ve created a sequence of frames thatlooks something like a science-fiction
“torpedo.” In the Image Editor, load
Images\TorpedoFrames\Torpedo_ 000.jpg Then, set its Image Type to Sequence (LightWave’s default han-
dling of the image sequence is shownhere) Then, on the Shading | Clips tab
of the HyperVoxel interface for your
null, select Torpedo_(sequence) from
the Add Clip pop-up menu Make sure
Alpha is set to Luminosity and that
Use Color, AntiAliasing, and Solid
are all checked Select Fixed Random
for the Frame Offset (See Figure18-36.)
Figure 18-35: The obligatory <F9> (Oooh, a blue
dot How nice.)
Figure 18-36
Trang 94 When rendering a movie of this scene,
I recommend using Enhanced Low
Antialiasing (without Adaptive
Sam-pling), Dithered Motion Blur, and a
Blur Length of 100% (Scenes\
Chapter_18\HV_ Sprite_02_F.lws is
the finished scene of this example, and
the movie of the final render is
Ren-ders\Chapter18\ Torpedo.mov.)
Figure 18-37: (Yet another <F9>.) Our “blue dot”
is now a glowing “bolt” of plasma that renders
extremely quickly.
Figure 18-38
Trang 10A really cool thing about HyperVoxel sprite
clips is that you can load in more than one clip
onto an HV object Each clip will be assigned,
in turn, to the next point of the HV object’s
point order.
So, assuming you have a few nice clips of
some flame and smoke sequences, you could
(using particles, which we touch on next)
cre-ate the same fire effect as seen on the Balrog
in Lord of the Rings: The Fellowship of the Ring.
And (just to plant ideas in your head) using
Particle Age as the clip’s Frame Offset and
LightWave’s ability to have collisions “spawn”
new particles, you could have non-looping
clips of explosions “do their thing” when a
pro-jectile impacts its target! (For something even more complex, if you have clips of splashing water and create a particle simulation of water flowing where “splash” particles are spawned when the “water” particles collide with objects, you will have recreated the “two-and-a-half- D” used to create the breathtaking water
effects seen in feature films from Tarzan to The
Road to El Dorado.)
To find out how to have particles react with one another and with objects in your scene, dive into the LW manuals It’s all there for you, just waiting to be unearthed!
Particles
Note
As you may have guessed from the previous
parenthetical, I’m not going to show you
everything there is to know about LightWave
particles here (That would be a complete
book unto itself.) As with the rest of this
book, I’m going to show you the essentials.
You’ll have enough to start exploring and
learning on your own — where you go from
there is up to you!
1 Start with a fresh, new scene With
Objects selected, choose Items | Add
| Dynamic Obj | Particle Accept the
name Emitter and the Emitter Type of
HV Emitter (A little box will appear
when you click OK that represents the
place where the particles will be
emitted A little Properties window willalso open when you add an emitter thisway.) Under the Generator tab of theemitter’s Properties window, assign a
Birth Rate of 300 This means that 300
particles will be created each second, as
set in the Generated By pop-up menuimmediately below it Set the X, Y, and
Z of the Generator Size to 100 mm,
and set the Particle Limit (the mum number of particles on screen atany one time from this particular parti-
maxi-cle producer) to 300.
When you’re done with all that, set
the End Frame to 120, and then move the camera to –3 m in the Z axis.
Trang 11Figure 18-39
Figure 18-40: There are a few ways to get to the Properties window for a PFX
(Particle FX) item With the object selected, you can choose FX Property from the
Plugins | Additional pop-up menu You can also open the Object Properties
window and double-click on the FX Emitter custom object entry on the Geometry
tab Or if you’d rather not open a separate window, you can make all of your
adjustments right in the Object Properties window by double-clicking the Effects
Emitter in the Dynamics tab.
Trang 122 On the Particle tab of the FX-Emitter
window, set Particle Weight +/– to
0.25 (which will make our particles
“weigh” between 0.75 and 1.25 units)
Set the Life Time (frame) to 120,
which will make each particle “live”
120 frames (the length of our scene)
before “dying” and being “reborn.”
Then, on the Motion tab, set
Explo-sion(m/s) to 5 (meters per second).
Move our emitter to –1 m on the Y
axis When you scrub the frame slider,
you see particles “exploding” from our
emitter (See Figure 18-41.)
3 Select Items | Add | Dynamic Obj |
Gravity (leaving it at X=0, Y=0,
Z=0) Set Gravity Mode to Point,
Fall-off Mode to OFF, Radius to 10 m, and
Power to –100% Now, when you scrub
the frame slider, you see your particles
“falling into” this “singularity” thatyou’ve created Although, unlike a
“true” singularity, the particles
con-tinue falling right on through the
gravi-tational central point, accelerating outthe other side (Maybe that’s the wayblack holes really do work — we have
no way to prove one way or the other.)
4 Let’s have a little bit of fun here
Before we do any rendering, add
Tex-tured Environment under Effects | Backdrop | Add Environment Click
on the Texture button to open the
Texture Editor window, and assign a
Procedural Texture to the Layer
Type Set the Procedural Type to
Underwater, Texture Color to 151,
0, 0, Wave Sources to 6, Wavelength
to 1, Wave Speed to 0.02, and Band Sharpness to 1 (This will make the
background of our render a little moreinteresting….) (See Figure 18-43.)
Figure 18-41
Trang 135 Activate HyperVoxels for the Emitter.
Then click on Load and choose
Sur-faces\HV_Surface_ch18.hv The
Select Settings window will appear
Leave everything checked, click OK,
then choose No when LightWave asks
if you’d like to keep your current cle size Doing this replaces theentirety of the HyperVoxel settings.(See Figure 18-44.)
parti-Figure 18-43
Figure 18-44
Trang 146 Lastly, before we render our scene, set
Light Type to Spotlight and Spotlight Soft Edge Angle to 30º This will give
our scene a little depth as the particlesmove through the spotlight’s “beam.”Frames from the final render have a kind ofsurrealist, expressionistic feel to them The
rendered movie of the scene (Renders\
Chapter18\Particles.mov) looks like it
would fit right in with the music of KimballCollins or Judge Jules
Conclusion
We’ve covered quite a bit of ground in this
chapter I’m sure you’ll agree that
Hyper-Voxels and particles are powerful tools for
creating special effects By exploring these
simulations and appreciating the levels of
detail their mathematics create, details no
one person could ever envision in theirentirety, you have hopefully touched uponone of the greatest truths: Knowing theanswer is not important Knowing how tosolve the question is
Figure 18-45
Figure 18-46
Trang 15Simulations 2:
Dynamics
One of the most highly touted features of
LightWave 8 is the new Dynamics system,
consisting of hard and soft body simulators,
particle emitters, natural force generators,
collision objects, and effect linkers, each
with the ability to interact with one another
The attention given to these tools is well
deserved Dynamics allow you to imbue
your objects with real-world physical
properties such as weight, air resistance,and gravity They allow you to create every-thing from realistic-looking clothes todebris-filled explosions Complex effectsthat would take hours to animate by handcan now be done in a matter of minutes Inthis chapter, we’ll look at these incredibletools and cover the essential informationyou need to get started using them
An Introduction to Dynamics
dy·nam·ic Noun 1 An interactive system
or process, especially one involving
com-peting or conflicting forces
—Dictionary.com
When we talk about dynamics, we are
refer-ring to the simulation of real-world physical
properties within an artificial 3D
environ-ment As strange as it may seem, to a 3D
application such as LightWave, a leaf is just
as heavy as a car and concrete is as
perme-able as water That’s because 3D
applications cannot differentiate between
objects It’s all just points and polygons in
the eyes of the program Therefore, if we
want to simulate real-world phenomena, we
have to tell our software about the unique
characteristics of each object We have to
tell LightWave that a leaf is light, a car is
heavy, water is permeable, and concrete is
not We do this by adding a dynamic
property to the object This can be done byopening the Object Properties panel andclicking on the Add Dynamic pop-up menu
on the Dynamics tab
Figure 19-1: Dynamic properties can be added from the Object Properties panel.